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Ralix

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I like it. It has potential. The driving controller is fine. I think it's also a fun idea to create a level from plain models, realise you don't have materials and textures for them, and call it "the snow city". :)

But there are some things which make the experience frustrating and could be improved.
– The angle of the view! If you drove a car and only seen ten meters of road in front of you, you'd be causing accidents left and right – which is what happens here, unless you drive really slowly. Either tilt the camera (or let us tilt the camera), or zoom out further.
– Looking left and right. The cursor doesn't lock, which means you can only turn the view in like 130° range. That's fine when you're driving forward, but very limiting when you turn left or right. You have to resort to weird hacks like right-clicking, moving the cursor and left-clicking again to allow yourself to rotate the camera again. Lock the cursor.
– You can't see yourself on the mini-map which makes it nearly useless. I don't think you really need the minimap anyway.
– Sometimes you can get stuck in the snow with no change to reverse back. Could there at least be a key to restart the game?
– 'Quit' button in a WebGL game is pointless and only freezes the game.
– There's no goal in the game other than driving around. You could easily make it a time-race around the town, or have us collect items scattered throughout the city.

With this car model, you're also almost halfway to the new Tesla cybertruck – and now would be the perfect time to release a game with the car in it when it's trending as a joke/easter egg. Just a suggestion. :)

fabilan responds:

hi bro, as time went by I have created another game much better than this, I plan to post it for you to see :)

It's a fun game, but it could be improved.

The enemies are essentially rotating 2D sprites – which is fine – but their animations are a bit slow. I don't think the enemies should hit you with 100% accuracy every time they raise their weapons, especially when they are far away. You probably also shouldn't be able to kill them straight-away when you shoot any non-vital part of their bodies (legs, etc.).

It might also be more interesting if there were more kinds of enemies.
Nevertheless, even though the enemies are all the same, the environment they're in isn't, so some encounters are more challenging than others.

I'd also lock the cursor without asking, or at least kept it locked after you restart the game. I don't imagine many people would like to play with the cursor unlocked.

I enjoyed the game, although I didn't manage to win in my few attempts (the first aid kits were pretty rare).

I love the premise – an obstacle course with a rolling coin throughout the house is great.
However, I think you need to give us a little more control over the coin, especially turning left and right. It feels very stiff, so either I didn't manage to turn in time, or overdid it and the coin fell down.

I don't think I ever managed the pass more than two checkpoints in a row because it was hard to make sharp turns or stay on track once the boost kicked in. Thankfully, the checkpoints realign you, so after the first 90° turn, I only needed to go forward and turn a little between checkpoints. I think the coin should move similarly to a motorbike, just slower (e.g. see here https://youtu.be/CLGnRhsIgDw).

Additional details:
– As for the fountain, shouldn't it have water in it? Also, it's clear the pennies are mapped onto square tiles (or planes), because the textures don't align at the edges.
– Falling on the rug at the beginning makes the coin fall through it. The same with the floor around the fountain.
– You slow down too quickly and the kick from the boost is instant. I don't know how the slowing down is implemented, but in Unity, I'd recommend using 'AnimationCurve' ("[SerializeField] AnimationCurve curve" in code to make it editable from the Inspector). Make a fairly steep, but not instant slope at the beginning (the boost) up to 1 and then go gradually down to zero (slowing down).
https://docs.unity3d.com/ScriptReference/AnimationCurve.html
https://tinyurl.com/wp9y3ks
Multiply "curve.Evaluate( timeAfterBoost )" with the max speed and you'll have a much smoother speed increase/decrease.
– Everything is fully textured except the walls. Even if they're supposed to be solid-coloured, add a normal map and height map, so it doesn't look as flat and synthetic.
https://www.textures.com/search?q=plaster

Good luck with further development! :)

I think it would be better if it showed the text all at once (with fade-in effect), not very slowly typed it like this. Some of the quotes are pretty long and if you wanted to read several of them in a row, you'd have to wait for a long time.
Instead of skipping to the next quote straight away, I'd first show the whole text with the first click/tap if the typewriter effect is still progressing.

Segediinc responds:

I tried that, but the whole feel changes of the text. I think it makes more sense on mobile since the idea is to take the time to read the text, if I give you all the text at the same time than the experience becomes different.

Hm. Okay. I understand there's no way to win, but there's also no way to do anything differently, no options. The entire game can be completed in less than two seconds if you hold the up arrow.

The premise also isn't anything spectacular, although I do like the animated face of Cthulhu, but that's, unfortunately, all there is in this game.
'It Was 4' was a better game; but still, I'd consider trying a different, less restrictive game engine than Bitsy (e.g. Construct is simple enough and doesn't require any programming).

Inco-Nito responds:

Two second of existential dreadd - is exactly what I tried to convey.

I love this character controller. It moves really fluently, the speed and jumping distance feel just right. The only things which break the movement flow are the trampolines which are slightly trickier to use.
I'd love to see a full-length obstacle course or a platformer, something like the v1 you posted earlier, but longer. Walking down/up the stairs isn't as much fun as moving horizontally.

In both of your games, I can't move when I start the game, until I press space and refocus the game window. Only then I can move.
I also thought there's a bug that you're still being hurt when moving after falling to your death, but the actual bug is that the fire at the top wasn't visible during my first playthrough.
I'd also really enjoy being able to drop all the way down to the ocean if it wasn't just background – and since this game is all about jumping down, I guarantee most people have tried.

I'm not aware of the limitations of HiberWorld though (first time I hear about it), but even from what I see here, it has more potential to get creative.

I'm not sure what's the deeper meaning... it's not apparent and I'm not going to try to guess. The dialogue has three lines whose connection I don't really understand and the shrinking room could mean a whole bunch of things.

I was left confused, though… mainly because during my first playthrough, I somehow got stuck in the top-left corner wall when I approached the door. :)
I also think the text font ought to have the same pixel size as the rest of the game. Sound effects might also enhance the experience.

As for forcing the right arrow, you could momentarily override the left arrow to also progress dialogue, until it's finished.

Inco-Nito responds:

Text font, sound effects, some other stuff... it all due to the Bitsy game maker limitations, its a very simplistic game engine and you really can't do much with it (at least at the time I was creating this ... game). It's not quite there, I admit. But I still hold a faith in the concept and maybe I'll make a more decent version of the game at some time. Thank you for your responce.

Nice little game. I like the roll-back effect when you die.

Although, don't add new characters if they're not going to do anything. Currently they'd be just different ways to obstruct view and I'd pick a small rolling ball over Darth Vader anytime, just so I could see better. But you could add special ability to each character to make them worthwhile. For example, with Darth Vader, a large 'force' leap every 20 seconds. Or a lightsaber slash removing obstacles in the near vicinity usable every now and then.

Your Project System's game window resolution seems oversized though. It's roughly 1300×700, but the actual Unity game is 960×638.

In general, I think the jump is too dangerous to use (not very long, and unreliable – try jumping quickly, several times in a row) and left/right movement sometimes wasn't as fast as I hoped it would be. I'm also not sure what the blue boxes do. You can crash into them, but they neither help nor harm you.

cloop responds:

Hey we really appreciate the feedback! Some of these are things we plan to change/fix already and your review is very helpful. You are right, we defiantly plan to give each character different ways to get through the generated maps.

muxblank responds:

Definitely! Thanks for the extensive feedback! A lot of these suggestions are totally in line with our plans, and as we reach our goals for implementing these we’ll be sure to let everyone know! And as far as developing characters goes we’re going to focus on Vader for now... adding saber movements plus “force” powers that add up as you collect the purple crystals... we’ll see about adding more characters with different powers/weapons and obstacle courses to match, but that will be much later on once things are more perfected with this skin. We’ve only just begun... thanks for the support and the great feedback!

A simple concept, but tricky to master and very well done.
I like the artstyle, the little details like the shaking screen, the movement trail and the popping effect. It's also good that the difficulty wasn't over the top and was adjusted to each respective level (i.e. in terms of speed). You also thought to prevent us from cheesy strategies like going around the maze or stopping at every corner – both of which cause the player to pop.

Please note that if you're using the 'Standard' Unity WebGL template, you need to add 38 to the vertical resolution you enter in Project System here (to make space for the footer), otherwise a part from the top and bottom of the game window here is going to be cut.

I didn't finish it, to be honest, because there's only so many attempts you can try before losing your patience… but the game is perfectly fair, so you can only be frustrated by your own motoric skills.
So unless the game becomes really dreadful after level VIII, it's pretty neat and I enjoyed it. Thanks.

By the way, did you know you can add Newgrounds medals & scoreboards to Unity games here, and have you considered it? It usually helps to draw more players.
https://bitbucket.org/newgrounds/newgrounds.io-for-unity-c/

It's fine as a prototype if this is still work-in-progress. Despite that, it can be completed and apparently there are even two endings (although I didn't find the other one).

However, I do have some gripes.
I guess the main one is the moving background which is incredibly distracting. The approaching grey border isn't an obstacle or a 'death-zone'; you simply make the background slide out of the frame. If you can't create an infinitely-scrolling background, make the background colour a solid colour (blue, red, whatever) and only move the objects in it (clouds, stars). And once they reach one side of the screen, pop them back to the other. That's the simplest way to do a scrolling background.

The rest of the game is okay. It's not much in terms of level design and gameplay mechanics, but you use what you have well enough. Perhaps the gravity is too low and I might have preferred if we were able to hold the space key instead of continuously jumping, but that would change the game a lot, probably. I don't really like the main character hovering over the surface because of the animation, even if you are still.

In the last level, with the falling meteors, there's a problem because if you wait long enough, all the dangerous things would have already passed you and the path is clear from danger (that's a similar situation as with the scrolling background).

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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